package rickyGame.config.unit
{

	public class HeroUnit extends Unit
	{
		public function HeroUnit()
		{

		}
		/**
		 * 移动速度
		 */
		public function get speed():int
		{
			return _speed;
		}
		
		/**
		 * @private
		 */
		public function set speed(value:int):void
		{
			_speed = value;
		}
		
		/**
		 * 是否显示阴影
		 */
		public function get showShadow():Boolean
		{
			return _showShadow;
		}
		
		/**
		 * @private
		 */
		public function set showShadow(value:Boolean):void
		{
			_showShadow = value;
		}

		/**
		 * 攻击1
		 */
		public function get attack1():String
		{
			return _attack1;
		}

		/**
		 * @private
		 */
		public function set attack1(value:String):void
		{
			_attack1 = value;
		}

		/**
		 * 攻击2
		 */
		public function get attack2():String
		{
			return _attack2;
		}

		/**
		 * @private
		 */
		public function set attack2(value:String):void
		{
			_attack2 = value;
		}

		/**
		 * 最小攻击距离
		 */
		public function get minrangeA():int
		{
			return _minrangeA;
		}
		
		/**
		 * @private
		 */
		public function set minrangeA(value:int):void
		{
			_minrangeA = value;
		}
		
		/**
		 * 最大攻击距离
		 */
		public function get maxrangeA():int
		{
			return _maxrangeA;
		}
		
		/**
		 * @private
		 */
		public function set maxrangeA(value:int):void
		{
			_maxrangeA = value;
		}

		/**
		 * 种族
		 */
		public function get race():String
		{
			return _race;
		}
		
		/**
		 * @private
		 */
		public function set race(value:String):void
		{
			_race = value;
		}
		
		/**
		 * 单位类型
		 */
		public function get type():String
		{
			return _type;
		}
		
		/**
		 * @private
		 */
		public function set type(value:String):void
		{
			_type = value;
		}
		//*************** private *******************
		private var _speed:int;//移动速度
		private var _showShadow:Boolean;
		private var _race:String;//种族
		private var _type:String;//类型（地面，空中，水中）
		private var _minrangeA:int;//攻击距离
		private var _maxrangeA:int;//攻击距离
		
		private var _attack1:String;//攻击1		
		private var _attack2:String;//攻击2
	}
}